#ue4-general

1 messages ยท Page 318 of 1

plush yew
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but why not just get the parent directly and manipulate the slot from there?

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Is it just easier to grab through the child?

south ridge
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Grab the child and run

grim ore
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grab your variable for your Canvas Panel you want to move and use the Get Slot node, read the tool tip

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the old way was "get slot" -> Cast to Slot Type but now it's just the shortcut for slot as type

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I guess the older way made it easier to understand but annoying to cast all the time lol

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I have a video on how to do animation using slots and how to use the animation system if it helps, it's old and it uses the older casting method but uhm it has moving pictures lol

plush yew
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actually the link you posted was very helpful

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thanks again!

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actually, one more question

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I have the slot now, but how do I access it's position?

grim ore
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once you have the slot you can get and set position

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that link actually shows you an example of that at the bottom

plush yew
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just found it

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haha

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thanks

radiant fable
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i have a bunch of models in my scene i want to be able to tag/class (without inserting them into a blueprint) and have the level blueprint find the arrays of these classes/tags and rotate them. I've never done it before, is this possible?

lament briar
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hey how i can have new animation sprint only when i press touch for sprint ?:p

grim ore
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have a new animation in your Blendspace that kicks in once your speed is above a certain amount which is your Sprint speed

radiant fable
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sorta getting there, but have seen no rotation. the print function prints out all my tagged objects fine so its targeting them

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(this being the level blueprint)

radiant fable
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oh... i had to set them to moveable, all objects in the array, or the logic fails for all

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now to find out why the last in the array is the only one rotating

supple totem
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do objects have a position relative to the sublevel they are in? Or are positions always relative to the master level?

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For a specific example, an object in a grid made by world comp, can I manipulate it by position in cell?

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even more specific, looking to easily place objects in the center of my sublevels.

tawdry raptor
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I need to know if it's possible to have ai that can jump without the need for proxy nav links. For example how can I get the ai to dodge by jumping up into a ledge 20 feet high

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What's the process for this

high stone
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Probably something like if AI near box && taking damage, move up.

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I remember it being a pain coding AI to do more than navigate.

woven furnace
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could i get some help please
Basically, i downloaded some of the paragon assets;however,when i add shinbi to the project and open her animation blueprints, there are errors and i havent even changed anything
im really trying to learn animation and blueprints but i dont know why im getting this error or how to solve it. this happens in 4.20.3 and 4.19.2

digital anchor
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Input actions and axis are set up on

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Just create actions and axes with same names

woven furnace
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you mean remap wasd? @digital anchor

digital anchor
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its saying there is no JUMP mapped, map it

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etc.

woven furnace
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makes sense. youre talking to a newb tho. do i have to name the mappings after the mappings in the blueprints for it to work? for example do i have to name the mapping for jump "inputaction jump"? @digital anchor

winged crypt
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Got a quick question about how the engine might handle lights in relative space .. If I have a blueprint of a train car with an interior and inside the blueprint, I set up a few lights - would I be able to bake the lights into the inside of the train while still have the train as a whole move in world space if the baked lights/shadows are relative and not moving themselves?

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Or will the lights have to be dynamic just because the actor itself is also moving, even if the lights don't need to affect anything outside of the actor?

south ridge
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@winged crypt hah, that's pretty much the case for our game

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We use full dynamic light in the cars, but will be using lightmapping. You cannot use UE4's built-in lightmapper, that is only for static meshes

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You can however bake the lighting for the train and feed it as emissive channel, making it seem lit up without a performance cost

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So the answer is, you can have static baked lighting in a moving object - but it has to be done outside of UE4

winged crypt
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@south ridge How costly would it be to use dynamic lights but without any shadows?

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Compared to actual baked static lighting

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(In general)

south ridge
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Moderate expense, can be very feasible with the right setup (and no shadows)

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Dob

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Oops

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Don't use point lights

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Only spot lights

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Well, it doesn't matter as much for shadow-less lights though

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But if you DO want shadows here and there, do only spot light shadows

winged crypt
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Interesting, I've heard about the spotlight vs point light comparison - I can only assume the fact that point lights are omni and cover more area that they're more expensive

manic pawn
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what's wrong with point light shadows, other than them covering more objects?

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is the projection slower or something?

winged crypt
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aside from a stationary directional light and a stationary skylight, I'm only planning on using like 10-15 lights throughout the entire level so I'm hoping it isn't too heavy. Most of them won't even have shadows (if any at all)

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my only issue so far has been foliage and its shadows .. can't seem to bake them properly for foliage that isn't moving.

south ridge
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@manic pawn a single point light uses four CSM's

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A single spot light uses one CSM

manic pawn
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huh

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how does 4 make sense

south ridge
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CSM shadows can only be rendered up to 180 degrees FOV

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Point lights are omni

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So it has to use more CSM's to cover the area

manic pawn
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wouldn't it need 2 then?

south ridge
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You can't have 180 deg

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Only 179.999 and it looks super distorted past 120 degrees

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Basic perspective projection issues

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I might be wrong that it's four, but I remember it being four

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Not less, not more

tawdry raptor
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How are you all making your ai jump

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Onto other high places

valid copper
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So I'm trying to migrate some of my unconventional visualization work over to UE4 from Unity, to take advantage of the better rendering options. I am pretty lost about how to implement some of the external event driven logic to affect properties of objects in a level. I'm interested in learning more about how things are driven during UE4s event loop

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In my Unity implementation, I had a UDP socket which called an async even handler, parsed the data, iterated through game objects which had a certain attached script, and modified some parameters about their material configuration. It was less than 100 lines of code all told. I can't seem to find an equivalent code path here

cursive swift
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Hi guys i'm looking for a PBR validation tool for unreal 4 ^^ anyone got one around ?

plucky reef
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what should I do

sudden agate
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read

plucky reef
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fatal error, genericplatformemkry.cpp?

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so what should I do then?

sudden agate
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RAN OUT OF MEMORY

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what could that possibly mean?

tall pendant
static viper
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that looks

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dangerous ๐Ÿ˜

bitter iris
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Is there anyway in engine to figure out how big a map is?

plucky reef
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so what should I do?

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is buyying more ram will fix this 100%?

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this only occur when packaging?

teal tulip
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@bitter iris in the 2d views from the viewport ?

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there is a ruler

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@plucky reef how many ram you have now ?

plucky reef
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8gb

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so when I package i need more ram? how about when I play it aftter packaging? do I need more ram like when I was packaging?

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@teal tulip

teal tulip
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that is rare I think that is the minimum

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but if you have other things open that will happen

static viper
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you dont need more ram

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you need harddrive space XD

plucky reef
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I got drive space lol

teal tulip
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you can try to close all except UE4

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at package

bitter iris
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@teal tulip theres actually a measuring system in the viewport?

plucky reef
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I don't have anything open

teal tulip
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@bitter iris at the bottom left like the maps

static viper
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and what are these accessed none errors again!!!

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3 of them !

teal tulip
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and if you press middle mouse and drag @bitter iris

plucky reef
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i really don't know

static viper
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scroll up!

plucky reef
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@static viper

static viper
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show

teal tulip
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well the browser ?

static viper
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show errors

plucky reef
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I don't have any browsers or any app that is running

teal tulip
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you can check the windows task manager to see what is using it

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you can even try to disable the UE4 realtime viewport

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but yeah you should need like 12GB or 16GB

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if nothing of that works

plucky reef
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thanks then

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I'll check the acess none error

static viper
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how big is your project that you need so much ram O.o

plucky reef
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it should be a warning right? not error

static viper
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accessed none is a critical error

plucky reef
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I don't know, maybe I got huge map that is not in streaming volumes

static viper
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and should not happen

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not 3 of them

plucky reef
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they are always loaded and I got dynamic day and night cycle

static viper
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your assets?

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high quality?

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thats the only reason i can think of

plucky reef
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mostly yeah

static viper
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how big is content folder

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when its bigger then your ram you got a problem

plucky reef
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Only 30gb I think

static viper
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great.

plucky reef
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looool

static viper
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only 30

plucky reef
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ohgod

static viper
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is like saying... giraffe in fridge

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packaging a project like that ofc needs tough hardware

plucky reef
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it's not yet optimized I mean I got assets there that I don't need so yeaaah

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I see ๐Ÿ˜ฆ

static viper
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optimize it

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optimize it all

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always

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it pays off

plucky reef
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thanks! I should really optimize everything every now and then

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I should practice that work attitude

static viper
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:3

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we all do

plucky reef
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so If I got 9gb content folder it'll trow errors?

static viper
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that error clearly shows onto memory

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that could ram

plucky reef
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so when I got 64gb of ram I can't go over 64gb content folder size?

static viper
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or harddrive

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it doesnt not work like that directly

plucky reef
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I got space at harddrive

static viper
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packaging works in chunks

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i can package 4 gb or 5

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but itll take hours

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bc the chunks are small

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ue4 tries its best

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those accessed none errors for instance make it worse

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it needs to complie all your code

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you cannot allow it to have failed states

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that could crash your game at runtime

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or worse

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you need to keep your log clean

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i usually only have a few warnings

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but no errors

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or crits

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and you need to package regular

plucky reef
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I got error that says applearrkit?

static viper
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show the line

plucky reef
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everytime I open ue4

static viper
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show

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prolly just a broke plugin

plucky reef
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I'll send later, currently packaging other project

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yeah, I think I should turn off the arrKit plugin

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for iphoneX

static viper
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well

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with 30gb

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you are definitly not making any mobile game....

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XD

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sounds more like god of war dlc

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or vr application XD

plucky reef
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haha

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it's just like an open world zombie shitty game

static viper
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good that you say it like that XD

plush yew
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Hey guys! Does anyone know how to add a touch input for moving a object left and right. So for example if i have an object moving Y at all times, How do i add a input where i move my finger at the bottom of the mobile device display left and right moving the character Left and right

dim merlin
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it says We have temporarily disabled editing while we working on a new Wiki! for months now

plucky reef
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yeah haha @static viper

plush yew
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Hello guys I want to ask you for teh Conan Exciles Dev Kit-when I install it on HDD, and when I reinstall my computer I can't start it -I haven't got the launcher to start it-is there a way to can use it when I reinstall Windows?

static viper
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this is ue4 discord

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not conan support

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so any answer you get here is not approved by the devs.

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you should contact conan devs directly for questions about the kit

idle sail
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Am I imagining things or did Epic games just release some kind of RPG template recently?

tall pendant
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they released an GAS template thingo yes. (Action RPG whatever)

idle sail
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@tall pendant got a link? I cant seem to find it ๐Ÿ˜ฆ

tall pendant
idle sail
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Ahhh just found it tyty

tall pendant
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np ๐Ÿ˜„

plush yew
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@static viper I before asked people for the Conan Exciles dev Kit and the people answered me-

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question: is there a discord server only for Conan Exciles dev kit?

static viper
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this isnt about answering

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its about the answers

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you should google your question.

plush yew
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I found it

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but thank you

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and one more question How to add these bots in this group in my group: "AAICharacter Bot and UnrealBot"

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Can you send me links to them to invite?

static viper
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i can not

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i dont even knew you can do that

queen bolt
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Anyone here with a 4K monitor? The editor is driving me nuts with incompatibilities

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Nothing I read online seems to solve the issue

plush yew
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I found the group for conan exciles mod

south edge
plush yew
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NOT boolean

south edge
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ive been trying to look for every not in the assets

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ah

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thanks

static viper
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swearing helps alot

sage hinge
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Hello everyone .. who knows how to create fighting style games

south edge
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what do you mean exactly?

icy bone
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like tekken?

radiant fable
paper kernel
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because you are setting, not adding

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use AppendArray node

radiant fable
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thankyou muchly! seems my 'break' was affecting logic too, i wonder if its even necessary, i'm guessing it was meant to be there so the code doesn't keep searching again and again

wet dome
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how can i launch uncooked standalone via cmdline so that i can see log etc.?

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iam too dumb

fair violet
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any advice for fixing a corrupted fbx file that crashes the editor when a map using it is loaded?

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the fbx worked flawlessly before, but sometime in the last week or so without using or touching it, it crashes the engine as soon as it's even right clicked

wet dome
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nvm i figured it out

paper kernel
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best you can do is remove the uasset files from content folder that use the corrupt asset

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then manually import&override the asset, and put uasset files back

fair violet
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Ah good idea

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I'll try that!

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Thanks

paper kernel
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do backup before trying

fair violet
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Of course!

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@paper kernel worked perfectly thanks so much!

spare kernel
waxen fjord
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I think you need more cores.

spare kernel
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shoulda gone threadripper

plush yew
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I have a question.

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If I create an itch.io manifest file in the same folder as my game's .uproject, is it possible to have Unreal copy that file over to the root folder of a packaged build?

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(in case you don't know, an itch manifest file is just a file called .itch.toml that tells the itch desktop app how to launch the game and is basically required if you want to get profile info for the user playing your game)

tropic oracle
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@queen bolt have 4K connected through wall to TV. Can act like monitor. What is the ask?

maiden swift
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@plush yew Don't know of a way to specify a single file, but you can put it in a directory and tell UE4 to copy that directory during packaging.

tropic oracle
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@spare kernel what are you doing to spike the CPU so high? game compile, export to standalone?

maiden swift
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@plush yew Project Settings > Packaging > Packaging, click down arrow to reveal advanced settings > Additional Non-Asset Directories to Copy

plush yew
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@maiden swift The manifest file has to be in the same folder as the executable. Can't be in a subfolder.

maiden swift
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Oof.

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Hm...

plush yew
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I'm not even sure how the multiplayer part of the game will handle being played in editor tbh

spare kernel
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@tropic oracle moving assets ๐Ÿ˜„

tropic oracle
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ah, hah

plush yew
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@maiden swift I mean for now I could just directly talk with itch's butlerd to get profile data but that makes the process less seemless since the user would have to log in to itch using the in-game UI.

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(that and butler would need to be in their PATH)

maiden swift
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Yeah, ideally you want the itch app to just take care of everything since they're already logged in.

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(butler is awesome, btw)

plush yew
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(I know, it's how I release my game)

maiden swift
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๐Ÿ˜„

plush yew
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butler also seems to allow local storage of game-specific data for a given itch user which could be useful for user-specific things like achievements

maiden swift
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Oh interesting.

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I've always wondered if itch would ever do more backend stuff like achievements, similar to Steam.

plush yew
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That stuff isn't really well-documented but the documentation does seem to imply it.

maiden swift
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Will be interesting to see if Discord does that now that they are launching a store. Huge opportunities there since it's tightly integrated with a popular chat client.

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Achievements could be in a user's profile, and devs could maybe create their own badges. But I digress. ๐Ÿ˜…

plush yew
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yeah, I had rich presence working (before I ported to UE4) but everything else went through itch. It'd be fun to see if I could get the game on discord store and have everything done through that.

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Given my game does have a discord server, it'd be neat to do things like show achievements, player skill, etc on each player's Discord profile in that server

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My big concern is, when I do figure out this itch manifest thing, how the hell am I gonna a: get the data passed from the itch app to my game about who's playing it, and b: talk to butler from within c++ and blueprint.

maiden swift
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Yeah, I'm not sure how to go about that part.

plush yew
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I'd probably have to roll my own UE4 plugin for that

maiden swift
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I'm assuming so. Definitely sounds like plugin territory.

slender veldt
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How are in-game purchases conducted typically? Is there middleware or do people roll their own solution?

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I see in-app purchasing for mobile is built-in

plush yew
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Middleware. For example, with itch.io, you'd probably use butler to do all that since the itch app does the same thing with butler thus butler has all the functionality to carry that stuff out

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It'll let you do everything from search itch.io for games to even upload your own

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Steam SDK might also do that, when it comes to PlayStation and Xbox they probably have that stuff in the devkits, etc

slender veldt
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Ahh ok so it depends on your publishing platform, what middleware they support?

plush yew
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Yep, depends on the platform. The platform you're publishing to should most likely have their own SDK you can use to interact with all that stuff so you don't have to roll your own.

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So basically just see if your platform has any documentation for gamedevs and see what they have to offer

slender veldt
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That makes sense, for some reason i wasn't able to get that bit of information from google searching, thanks for clarifying that for me ๐Ÿ˜ƒ

plush yew
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It really depends on how "open" the platform is. For example, itch.io is EXTREMELY open and you don't have to do anything extra to become a developer. You basically just create an account like usual and they'll ask you if you're a dev. Tick that box and you get to do dev stuff.

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And they have a lot of documentation for how to integrate your game with their APIs, and basically anything that the itch.io desktop app can do, your game can theoretically do as well.

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(and most of it is open-source so you can look at the code if you wanted to)

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but for something like PlayStation Network, the dev stuff is a walled garden so you won't find detailed documentation on how to, say, integrate PlayStation Store into your game's UI, through a simple google search

slender veldt
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got it, I found the documentation for steamworks and microtransactions and I think that is a good start for me

queen bolt
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@tropic oracle At 4K when windows is at 150% scaling, the editor play window is "mapped" wrong for the mouse. Like there's a mismatch between what's rendered and where the mouse can go

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When windows scaling is at 100%, the editor play windows is correct, but the UI is too small to comfortably work with

plush yew
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@queen bolt You could always use the Windows Magnifier to zoom things in while editing if all else fails

tame delta
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Hey! I was wondering, could you use UE4 to make VR demos to showcase products to prospective clients in house and still benefit from the free licence? (Since the actual demos wouldn't be sold)?

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Or do you need a special licence

plush yew
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that's what I do - mostly because I'm visually impaired and even 720p at 100% is hard to read

tropic oracle
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where is the scaling happening? As far as I was aware just setting resolution to 4K on a monitor was still 1:1 w/e offset issue on mouse

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gotcha, yea that'd be an issue then

bitter iris
tropic oracle
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is 4K actually helping in UE4 editor for you? I would have thought it more of a hindrance personally

queen bolt
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I'm not sure where the scaling is happening. Probably has something to do with windows, because if I don't have the windows UI scaling set to 150%, everything works fine

maiden swift
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I work in UE4 on a 4K display and I love it. Tons of real estate for organizing windows and tools.

queen bolt
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Right now it's a hindrance but only because UE4 seems to have issues

tropic oracle
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I guess, I don't care for smaller icons and toolboxes/etc. I run 6 monitor setup for screen real-estate instead

bitter iris
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Could use DSR to mimic the 4k res

queen bolt
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Well that's what the UI scaling is for

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if it was working

tropic oracle
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found it easier to just toss an object editing, c++ editer, etc to seperate screens

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I'll test the 4K from here in a sec. Need to turn TV back on

queen bolt
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After having 4K for a while I also prefer 2 monitor setups, but unfortunately I'm stuck with it for now

plush yew
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@tropic oracle 6 monitors!?

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I have 3 and it feels overkill lol

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(but I love it)

tropic oracle
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yes, of 6 only 4 controlled on this side, 4K tv and VR headset on other 2 conenctors. Seperate machines for other 2 screens

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was what I wanted for years. Price-point finally came down far enough and put it together

queen bolt
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Another weird thing is that inside the editor, different things have different scalings

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The main window is scaled differently than if you open a blueprint

static viper
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Some people have to much money.

plush yew
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@tropic oracle you should get Synergy to control those other two monitors seemlessly with only one mouse and keyboard despite being on separate systems

tropic oracle
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4k as 3840x2160 OR 4096 x 2160? want to test like-for-like as your case @queen bolt

queen bolt
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3840x2160

maiden swift
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My biggest gripe with working in 4K is that some icons in UE4 are not high-res, so scaled up they look nasty and blurry.

queen bolt
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And thanks for your time!

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I don't mind the blur, just this weird bug that actually affects functionality

tropic oracle
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I have synergy, great program. Though it's Symless now on open-source. Paid Synergy is good till latest parts where they try to force the cloud-based solution. the more secure keys is a nice touch though paid+open-source both have it

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and the de-synce of client-server every now and again where you sometimes have to reconnect them to be able to left-click is annoying. In bug repo list for Synergy still for a while

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I believe that is

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@queen bolt just curious, which UE4 version are you working with. Booting up 4.20.3 currently but have other versions can test with later also

queen bolt
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I'm using that one as well

tropic oracle
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okay

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<KaosSpectrum> 's cpu setup is making me research the new cores. Still running quad-core and feeling it on compile/package times, hah

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seems to be tracking still 1:1 on 4K. What scaling have you applied @queen bolt ? Trying to reproduce your issue

queen bolt
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I have 150% in windows

tropic oracle
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where did you set that?

paper kernel
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I have 90% kappa

queen bolt
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Latest version of windows you can type "scaling" into search and it should show "Make everything bigger"

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Silly microsoft...

paper kernel
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I don't quite follow why they don't allow sub100%

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so I had to make a custom resolution that is 10% larger than the actual pixel count

queen bolt
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I'm an old man at 31 and could never see anything below 100% on 4K lol

tropic oracle
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hmm, I went from 100% to 200%, 300% and it all resized fine. still 1:1

queen bolt
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How are you testing it?

tropic oracle
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Home->Systems->Display

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think it's the right spot, sec will screenshot it

queen bolt
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No I mean in the engine

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My issues is only when I play the game, either in the viewport or in a new window, the mouse isn't mapped right

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And it would probably not be noticeable on a FPS game or something, where there's no mouse location input

tropic oracle
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ohh when you actually try to play the game

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not just in editor you mean

queen bolt
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Yeah, editor is fine, it's only when the game is played

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Sorry I wasn't clear

tropic oracle
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maybe there's some calibration code-wise to latch it to the proper windows display scaling?

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only been looking at FPS and VR stuff of late. Nothing with a GUI where I need non-relative mouse x,y

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hmm, wonder if any of the Epic game demos would have what is needed to test

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here we goi, does StrategyGame work fine for you on 4K or same issue?

queen bolt
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I don't think it's only related to windows. Because when starting the editor with windows at 100% and then changing the Widget Reflector scale setting also breaks things

tropic oracle
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guessing you need to hook to the display and see what scaling is being applied to align it to your ingame

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likely just a different API call to UE4 get the scaling offset

queen bolt
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Huh I don't have a StrategyGame project

tropic oracle
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it was in the learning area after much scrolling last I looked

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looks like a top-down isometric game. Right beside ShooterGame in Learn tab

queen bolt
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trying it out

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didn't even know this stuff was in learn

tropic oracle
#

hah, yea some of that stuff is well hidden till you start exploring

#

also some of the older demos are culled from the Learn tab but can find snapshots of the files needed to run them online elsewhere

queen bolt
#

Welp, this works fine

tropic oracle
#

yea, so I suspect you need to do an API call to find relative scaling you need to deal with ingame

#

but now you know what to look for at least

queen bolt
#

No clue how to do that

tropic oracle
#

just rip open StrategyGame

queen bolt
#

but thank you, now I know it's not UE4's fault

tropic oracle
#

all the code they used is in there and visible

#

you're welcome, glad to help

slender veldt
#

what kind of CPUs are you guys running?

tropic oracle
#

quad-core here. From 2013

queen bolt
#

6700k

storm venture
#

TR1950x

slender veldt
#

anyone using Xeon?

pallid compass
#

nope, TR

slender veldt
#

I got some sample AMD EPYCs at work, was thinking about doing some benchmark with those ๐Ÿ˜

storm venture
#

holy shit, i havent seen those before, they just gave some to you?!

slender veldt
#

im a systems engineer during the day so yeah we get all kinds of enterprise hardware samples

analog blaze
#

Dual core

storm venture
#

thats awesome, which models are you getting?

slender veldt
#

i built a sweet Xeon based rig from sample hardware

analog blaze
#

๐Ÿ˜ƒ

slender veldt
#

I'll have to check what model, pretty sure 7601

#

dual socket

storm venture
#

thats insane, nice!

slender veldt
#

yeah i was curious to see build times on that thing

storm venture
#

i havent looked at epycs before, but i keep seeing references to servers, are they built for just servers?

#

id be curious as well to see how they fair with build times

#

even just watching the shaders compile at light speed

slender veldt
#

oh yeah its their enterprise CPU

#

like the Xeons from Intel

storm venture
#

๐Ÿ˜

pallid compass
#

Takes me 700 ish seconds to build a clean engine on my rig

slender veldt
#

thats sexy

pallid compass
#

yeah 2950x at 4.4ghz, pulls about 300 watts

#

3466mhz ram

#

and m.2 nvme

#

is pretty much what u need

#

(oh and custom cooling solution ofc)

slender veldt
#

ofc, otherwise your PC would need cooling that sounds like a jet engine

#

๐Ÿ˜ƒ

pallid compass
#

actually mine runs silent

#

well basically next to slient

#

i only have 3 fans cooling my TR with custom water cooling solution

tropic oracle
#

well if 2950x is good then 2990WX with double cores should be wonderful. Water-cooling required unless you like the sound of jet engines? hah

pallid compass
#

well TR & mtofus blocks too on the mb

#

u cant even cool a 2950x properly on a AIO

#

nvm air cooler

#

not properly anyway

#

2990wx is good but

#

memory issue

#

and lower speed for single core stuff

tropic oracle
#

mostly cooled via throttling to keep it down?

pallid compass
#

yup, air and AIO dont work properly on 2950x if u remove the default power cap

slender veldt
#

nah you just need bigger fans lol

pallid compass
#

no it just does not work

#

you cant move heat away fast enough

#

there is DR on fans

slender veldt
#

GPU compute clusters with 8 sockets and 8 GPUs are fan cooled, but it literally sounds like a jet engine

tall pendant
#

anyone of you guys tried subzero cooling? ๐Ÿ˜›

pallid compass
#

2950x starts to throttle at 68c ish

#

so air cooling is not an option

slender veldt
#

ah

pallid compass
#

yeah its abit odd tbh

slender veldt
#

thats pretty low

pallid compass
#

its really low throttle point

slender veldt
#

ya

pallid compass
#

but u need to consider how much wattage is going in too

#

alot of heat very fast

#

well a afaik

slender veldt
#

well my point was that server grade CPUs draw more power and all use fan cooling, but they have really high throttle thresholds

pallid compass
#

if u go manually overclocking

#

the throttle is higher i think

#

but PBO which works better than manual

#

seasm to be just under 70c

tropic oracle
#

hmm, slower on single core stuff due to base frequency 2990WX 3GHz compared to 2950x 3.5Ghz?> or is there another bottleneck?

pallid compass
#

2990wx has memory issues too

#

really fucking bad memory issues

#

2 of the dies run through the other dies

tropic oracle
#

like what? intrigued

pallid compass
#

to access memory

tall pendant
#

btw: you might want to move this to #lounge

#

since offtopic ๐Ÿ˜„

pallid compass
#

we talking about building the engine

#

not really offtopic that much

tropic oracle
#

well it started as what rig/cpu to run UE4 best on

#

and for compile times/etc

pallid compass
#

This

slender veldt
#

oooh block diagram

pallid compass
#

die 1 and 3 dont have direct access to memoryt

tropic oracle
#

weird design choice on that flow. Thanks for diagram

pallid compass
#

the main reason i didnt buy it for ue4 work

turbid plover
#

so am i the only one getting weird results trying to build 4.20 from source? the zip takes FOREVER to open and then fails to unpack

pallid compass
#

zip wat

tropic oracle
#

4.20 base or the new 4.20.3?

pallid compass
#

Pull it using some git software

turbid plover
#

i was just downloading from github manually

pallid compass
#

would not recommend doing zip download stuff

turbid plover
#

well i figured when it says 4.20 int he drop down for the engine version

#

its the latest patch of that version

#

so i assume its 4.20.3

pallid compass
#

im no git expert but i use git GUI to checkout a tag branch

#

so i check out 4.20.3 for example

#

to make sure i get what i want

tropic oracle
#

how are Widgets in 4.20.3? Recall some large issues while they were experimental in 4.16.3 and moved on to learning other things for a bit.

pallid compass
#

Widgets are totally fine

tropic oracle
#

awesome, thanks

queen bolt
#

@tropic oracle after some digging, it seems like it only appeared like the problem was with some kind of mapping, but it now seems it's something with the UI of the game

#

I thought it was a "mapping" issue because the cursor kept jumping out of the window, but when I reverted to the default cursor it didn't do that anymore

#

UI elements are now just appearing in the wrong place

tropic oracle
#

interesting

queen bolt
#

So the custom cursor was itself a widget, and I couldn't click anything, but now with the default cursor I can click things, but for example the target reticule is in the wrong place

pallid compass
#

most likely

#

your cursor is eating input

#

state was prob setup wrong

queen bolt
#

Interestingly enough this goes towards your question about widgets! ๐Ÿ˜„

tropic oracle
#

heh

pallid compass
#

set everything in the cursor widget to hit test invisible and try it again

queen bolt
#

I don't think it's about that, Rei. It's a problem with scaling using a 4K monitor. I think I set something up wrong

tropic oracle
#

just debug the x,y coords of the mouse and maybe print the corner of the widgets you're trying to click. Maybe it's relative vs absolute positioning or somehting like 0,0 vs center of Frame. Lots of possibilities for mis-match

queen bolt
#

Yeah, thanks. I'll keep trying.

pallid compass
#

You should be building your UI default at 4k, dpi 1

#

then scale down

#

let the engine do everything else

#

scaling up is always a nightmare

queen bolt
#

thanks, I'll keep that in mind

tropic oracle
#

another option is to take the mouse as overlay and ray-cast/project it out onto the scene. Would separate dependance on resolution as it would all be relative then automatically

pallid compass
#

That will cause a fuck ton of issues

tropic oracle
#

code-wise the StratgetGame uses that trick to figure otu which quadrant to pass a click check to find more granular position only on quadrant found

pallid compass
#

I would not do that for general UI stuff.

tropic oracle
#

fair, StrategyGame is an isometric RTS-ish game

#

wherein the UI is the elements you can click on within view

pallid compass
#

Yeah that makes some sense for that

tropic oracle
#

and overrides with a menu at top-most layer as needed for options/exit/etc

queen bolt
#

I'm new to gamedev. So far it feels like getting beaten up by an angry fractal.

analog blaze
#

yes

#

Gamedev is a pain in the but

#

t

#

๐Ÿ˜–

waxen fjord
#

What what?

plush yew
#

There is a lot to learn to make games, but it's worth it.

#

And it's just getting easier over time.

#

15 years ago, 3D modeling was painful. It's not so bad these days.

#

When i was a kid, i remember watching my dad modeling a scorpion and animating it to create his company logo and intro video. So painful... took him forever. These days, we would say it was low poly lmao.

tropic oracle
#

hmm, 15 years ago there was Maya, 3D Studio Max, movray/povray. First 2 were pretty simple for 3D modelling even when learning self-taught

#

granted there was PLE versions

#

issue way back then was keeping poly count pretty low due to GPUs. Nowadays it's still considered but not nearly as annoying

plush yew
#

I'm talking about 1998-2002

#

lol

tropic oracle
#

same

plush yew
#

So 15-20 years ago

#

I think my dad was using lightwave back then

tropic oracle
#

that timeframe pre-dates Audodesk buying Maya to have alongside 3D Studio Max. And more recently the late 2016 (I think) switch from perpetual licenses being purchaseable to the now license /mo model

#

lightwave was a very different animal though!

plush yew
#

the same reason why many of us are moving to blender

#

lol

tropic oracle
#

lol yea and the cost

#

now you can just rig skeletons and purchase/create mocaps for animations

#

modelling tech in Maya/3D Studio Max pretty much stagnated once Autodesk got them for a decade or so

#

whereas Blender keeps re-iterating and adding features

plush yew
#

Well, I used 3ds max between 2005 and 2014 and what pisses me off abotu that software is how poorly designed it is. Notably the interface. Which MODO fixed for me.
Every year i hope autodesk will finally update 3ds max and fix that crap. but they never do.

tropic oracle
#

similar to what Photoshop has done compared to opensource photo programs like GIMP, or cheap solutions like SAI

#

hah, I recall when you needed a $500 plugin to do hair and now it's in the most basic versions of the software

plush yew
#

lmao

tropic oracle
#

hoping the workflow from Blender to UE4 is well polished when I get to that part. UV mapping was fun sometimes way back 15 years ago. Appears to be a lot simpler now

plush yew
#

@tropic oracle
What do you do with UE4?

#

Tell me your story ๐Ÿ˜ƒ

tropic oracle
#

learning mostly. Hobby status. Did some basic stuff in VR in Unity then learnt a bit in UE4. Got busy with life and took a break. Back into it learning the C++ side of UE4 instead of visual blueprints this time around

#

way back 15years~ I was self-learning 3D Studio Max, Maya but had to give up that side for school. Years later coming back at it as hobby as something different than regular work

#

intrigued that there are hooks into almost everything with Python these days

plush yew
#

Nice!

tropic oracle
#

and yourself?

plush yew
#

I'll PM you, will be much simpler. lol

tropic oracle
#

lol k

teal tulip
#

@tropic oracle "hoping the workflow from Blender to UE4 is well polished" you have then too much hope

queen bolt
#

what could be the reason for a custom widget cursor behaving differently than the default? When I use a custom cursor, the mouse position is all messed up

#

Notice the position of the cursor is as far down-right as it goes, it thinks that's the edge of the window. And this window is actually 1080p

tropic oracle
#

@teal tulip just need a proper way to get obj, fbx and motion files in/out. Is it really that bad right now?

teal tulip
#

@tropic oracle Export from Blender to UE4 is ok

#

Import static FBX to Blender ok

#

Import animations or skeletons ? nope

tropic oracle
#

ah okay

plush yew
#

how is it to export animations and skeletons from MODO to UE4?

#

I have yet to explore this

winged crypt
#

how do I speed up the 'collecting scene' part of a light build? Is it just based on how many things are in the level and will always take this long no matter what?

storm venture
#

hey so shift+tab doesnt work in my game but the steam overlay is popping up, any ideas?

late remnant
#

guys im trying to import a few images to ue4 and a couple are good but the rest are completely black no matter what i do, how can i fix this?

proven ivy
#

is it me or is it harder and harder to find what I'm looking for on google?

late remnant
#

i agree

opal ocean
#

Argh! I had a simple AI bug that wandered back and forth between two points working before, and now he doesnt wanna work properly

#

On a new blank map, I've finally got him going back and forth, but if I bump into him (which causes him to go back the other way by design), he'll just loop back and forth in a small area

#

Hm. its skipping the delay on the retry after a failed move

woven furnace
#

anyone on to help with some difficult ai things?

#

basically i want to know how to make ai enemies identify and attack the player character in blueprints

#

help plz?

opal ocean
#

I cant seem to get my bug working with simple AI MoveTo

#

when he collides with my character, I have it change direction, but he doesnt go all the way to the target, only partways in a tiny radius now

#

Aha! got it.

#

When he succeeds in a movement, there is a delay, then it calls for another move. I had the fail to use the delay and move as well. So it was going back and forth cause the stopping movement was a fail

#

Now to delete the 50 print string nodes...

high stone
#

Max has issues, because it's one of the first 3d engines. I recommend Maya, which is an overhauled version.

opal ocean
#

ok. AI doesnt work on the sidescroller example map ๐Ÿ˜ฆ

opal ocean
#

I moved the map back so that the player and everything is centered on X : 0, and now the nav data is offset behind everything

#

the nav volume is in the right spot

latent salmon
#

is there anyone willing to help explain the markeplace stuff to me, iam trying to figure out what enviroment packs taht come preset for just a kidna plug an play as i figure all this out?

dim arch
#

So I rebuilt the engine

#

from 4.20.2 to 4.20.3

#

and now my framerate is halfed in the project

#

any ideas? is there some outdated cache data in the engine/project folders?

plush yew
#

hello all

#

looking for unreal tutorials, sure I could google and I have but I want to know what helped you.

#

been using unity for three years, been with unreal for two months.

winged crypt
#

Any way to see which actors/objects fall under the 'dynamic' category in the GPU profiler? Almost nothing in my scene casts shadows & almost everything is static but somehow I have a dynamic bottleneck ๐Ÿค”

winged crypt
#

๐Ÿ˜‚

#

I know the difference between static / movable meshes, this was more-so a profiler issue considering it doesn't tell you specifically what it refers to and I'm assuming sifting through all the actors in my scene one by one isn't the right approach.

grim ore
#

That message was not towards you, it was for the person who posted before you.

manic pawn
#

use renderdoc and see what meshes got drawn in dynamic pass

winged crypt
#

oh whoops

#

my bad Matt and, thanks Zeb

manic pawn
#

it's a great tool for understanding how unreal is actually rendering your game aswell

storm venture
#

Okay so this works, but i feel like it's wrong, it seems like a bad method of accomplishing replication.
Are properly made games actually supposed to constantly stick these events in between everything?

#

I'm perfectly happy if this is THE way of doing things, but I can't help but feel that it's sloppy or bad convention

south ridge
#

@storm venture that's why I use C++

#

I was annoyed by those events and stuff so I did the same in C++ (it's much easier to do with plain text)

storm venture
#

but is the logic still the same?

#

if this is the correct way of doing things, I don't mind doing it, I just want to make sure before I spend hours adding these everywhere, lol

paper kernel
#

I would still be cautious using multicasts

#

if there's an option to do a replicated status variable, use that instead

storm venture
#

@paper kernel is there a reason multicast should be a concern? is it heavy on the connection?

paper kernel
#

reliable ones, yes

#

iirc the engine can delay variable replication in case the connection is saturated, causing minor delay but keeping the data flow somewhat manageable

storm venture
#

interesting, i havent used reliable RPCs yet but i'll keep it in mind for when i do

manic pawn
#

"proper" way is to add these things to the custom movement component in c++ so you can have client side prediction for these actions

#

if you tried to use the above thing in real network conditions, it'd feel like ๐Ÿšฎ

paper kernel
#

for crouching, you can't predict it anyway. you just do it on client side and hope the packet arrives on server

manic pawn
#

don't have crouching in our game, so not sure if that's a special case somehow, but we made a similar prediction for switching to flying mode and it works perfectly seamless

paper kernel
#

this is also one benefit of using replicated status variable too, you can set it on client before sending it

#

-> instant feedback

manic pawn
#

trick is to add your custom stuff to the moves it sends to the server

#

instead of trying to do it separately

storm venture
#

I'm not sure how to go about the whole prediction thing, and from tests between a friend and I, these methods havent caused any noticeable lag

#

My custom movement component is just an extension off of the standard CharacterMovement component, just encapsulating some movement state stuff and handling speeds with stamina, so it still functions off of whatever epic uses, and afaik, they have built in prediction?

south ridge
#

CMC sync is based on inputs, so as long as your movement code is same on client and server (it will be if you're just extending the movement state stuff), all the prediction stuff should work just fine

storm venture
#

Awesome, that's good to hear ๐Ÿ˜„

plush yew
#

hello guys I have a problem with my packaging for my project

#

when I package it it shows me this:

#

what to do? I search it in google but I coudn'tfind link to download this version-if anyone has the link please send me to download it

tall pendant
manic pawn
#

install windows 8.1 sdk from vs 2017 installer instead of separately

gray zenith
#

When i migrated 3 maps from my friends project to my project a few assets simply dissapeared and the landscape lost material

static viper
#

was it the same unreal version?

gray zenith
#

well when he simply opened my project on his computer before migrating it worked fine

static viper
#

but was it same unreal version?

gray zenith
#

yes

plush yew
#

now this-omg

static viper
#

pls show more log

tall pendant
#

have you installed vs?

#

you might want to check your settings there

plush yew
#

ys

#

17 and 15 version

#

where

#

say me the steps

static viper
#

mh

#

can you show your entire game path

#

to project pls

#

this looks like an external issue tho

tall pendant
#

as long as you have Game development with C++, Win 10 SDK, Win 8.1 SDK, perhaps Unreal Engine Installer installed it should work.

plush yew
#

I haven't got the Game development with C++

#

i think?

fiery harbor
#

I'm having a weird issue... suddenly I can't open my project any more, in development editor config it crashes in engine code when doing some path string operations, and in Debug Editor config it crashes in StaticFindObjectFastInternalThreadSafe with a stack overflow

static viper
#

i remember when you started coding...

fiery harbor
#

what I have tried is deleting engine and project intermediate folders, didn't help

static viper
#

ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

bitter iris
oblique trench
bitter iris
#

@oblique trench Ahh cool thank you

still island
#

Hi. I have some issue. When I run unreal on linux, ready server cooked etc. It works perfectly but when I run it with sudo, I get: "refusing to run with the root privileges". And I would like to be able to run it with root privileges, because later platform I use to run servers does that. Anyone knows ?

bitter iris
oblique trench
#

Is your outliner occurs in run-time or in viewport? I'am not certain about that.

bitter iris
#

viewport

ocean basin
#

hello

bitter iris
#

im trying to use the hi res screenshot using a depth mask

oblique trench
#

So you don't need to check Custom Depth Pass for object.

bitter iris
#

I do if i want a transparent background

fiery harbor
#

getting that crash when trying to open my project

#

actually that callstack is super long

#

maybe unusually long

#

its calling FLinkerLoad::VerifyImport when loading the map

#

and then after FLinkerLoad::VerifyImport theres just hundreds and hundreds more verify calls

#

until the stack overflow

plush yew
#

Hey guys, i'm a complete noob, I have just followed a tutorial and tried to mimic the guys explanation of what I should do. But I have this problem. And I was wondering how I could fix it.

#

okay I will install this for creating games with C++ but I have already installed this visual studio 2017-where to go to install this patch?

gleaming creek
#

Here's an odd one, what am I doing wrong here?
I have a static mesh component inside a blueprint (it has some other static mesh components as parents); when I try to access GetRelativeRotation on this component, the value changes based on the rotation of the actor itself

#

In other words, it appears to be giving the world rotation not the relative one

plush yew
#

I have an error with my packaging

#

what to do, how to fix?

gleaming creek
#

These somehow give different results

west fulcrum
static viper
#

we are more participating in the fields

#

graphics

#

and quality

#

and money....

#

XD

#

thats why we are here

#

BC Epic games actually makes GAMES

#

compared to unity devs...

tall pendant
#

also who says Epic doesn't is into DL stuff...

static viper
#

who sit on their asses all day

bitter iris
#

Like use the same texture as the progression bar instead of it looking blocky

plush yew
#

I have an error with my packaging
what to do, how to fix?

leaden dust
#

@bitter iris I am not good at the engne, but I guess you will hae to make custom material and progress bar

#

it isn't hard

#

it just involves ifs and linear gradient

#

and a noise texture maybe

#

I am not sure though

plush yew
#

It looks like a stroke of some dirt brush for photoshop

dawn vessel
#

Anyone know of any good Marketplace Animations for Running and Walking animations that are rigged with the Epic Skeleton? I am in need of some. Thankyou ๐Ÿ˜ƒ

paper kernel
#

I'm fairly certain 3rd person template has idle-walk-run-jump animations

hidden berry
#

so i have a question: can i create some in unreal that sends and receives items off a network?

#

something*

plush yew
#

anyone can help me? for my problem

sonic pagoda
#

@plush yew trying to package for 32bit windows or 64bit?

static viper
#

@plush yew

#

ininstall both vs you have

#

and install windows sdk

#

and only vs 2017

#

the old stuff is messing with your game

plush yew
#

64 bit

#

a okay

valid copper
#

Working on an arch/viz project. Didn't start with the VR template. Any way or package I can buy to import those features?

plush yew
#

Okay I deinstall the vs 2015

#

it will fix?

static viper
#

do as i said

grim ore
#

@valid copper You should be able to click the green ADD button on the content browser, go to Add Feature or Content Pack, then add in the VR feature pack to get those features. You might have to rejigger a few things like setting up the new game mode to the VR one.

valid copper
#

Under the add button menu, I don't have anything called Add Feature or Content Pack

#

Maybe I need to verify my install

grim ore
#

inside your project correct? the green Add New button, at the top?

valid copper
#

Still re-verifying install

static viper
#

@wraith bridge i managed to rework your settings menu :3

#

you did nice work on that stuff

plush yew
#

I have this error ow what to do now? omg @static viper

static viper
#

did you remove vs 15 and 17?

#

and then reinstall 17

plush yew
#

no

#

I deinstall the vs 2015 only

#

I must to reinstall the vs 2017 and it will runs?

static viper
#

i told you to follow my instructions...

plush yew
#

okay

#

how to reinstall it because it shwos me modify, which to install new pakets

#

say me the steps how to reinstall it

static viper
#

you need to download the vs studio installer

plush yew
#

again

#

okay

static viper
#

first remove vs 17

#

then and only then you can safely install it

#

it will override the broken vs15 systems

plush yew
#

okay

#

but when I install it I must to download again the "game development to C++"

static viper
#

noone said its going to be an easy fix

#

i sat 3 hours on that bug

zealous cloak
#

Hi how are you :)

plush yew
#

I started to install the vs aain

zealous cloak
#

Just started with unreal a week ago or so

valid copper
#

@plush yew Okay, got the editor fixed, package imported

#

There are still a bunch of warnings and my motion controllers don't work, but it's a start

plush yew
#

I install again the vs and the "game development with c++" then what to do?

valid copper
#

wait, @grim ore Okay, got the editor fixed, package imported
There are still a bunch of warnings and my motion controllers don't work, but it's a start

static viper
#

then you try out @plush yew

plush yew
#

okay and hope to works because all day I work on it

#

and I will rage out already

static viper
#

if it doesnt then i have another help

plush yew
#

okay

#

for now is this

zealous cloak
#

Where is the best place to introduce myself and explain what I'm working on?

static viper
#

good

plush yew
worn granite
#

^

zealous cloak
#

Ups:)

plush yew
worn granite
#

can also do #work-in-progress

plush yew
#

omg @worn granite

worn granite
#

that's what its for, barring an initial thing explaining who you are

zealous cloak
#

Yeah my problems aren't that big, it's just that I'm not really experienced

plush yew
#

it is installed already

#

now I will try to package the game

static viper
#

what is installed already?

plush yew
#

again this error

#

why?????????

#

I reinstall the vs that you said me and again nothing

#

help me to fix it

static viper
#

wat was already installed

#

you must answer my questions if you want me to help

plush yew
#

visual studio 2017

static viper
#

no it wasnt

#

you told me you removed it...

plush yew
#

I reinstalled it as you say me

#

yes

#

I removed it and I install it already ๐Ÿ˜‰

static viper
#

just use dis

#

and wipe your system from everything related or vs.

#

clean your system entirely

plush yew
#

what is this about?

static viper
#

that things forces an uninstall

#

after that you can safely install vs17.

#

๐Ÿ˜‰

#

here a wink.

#

bro

plush yew
#

are you crazy can't clear everything from the system I recently reinstalled my computer

static viper
#

did you read what i just said?

#

no i am not gonna say it again XD

#

scroll up and read

#

you made the same mistake i did

#

and now you too have to suffer.

#

i fixed my issue.

plush yew
#

when I log in github what to do?

#

I am not english man sorry for this

static viper
#

you donjt need to login

plush yew
#

okay

static viper
#

there is a download link

plush yew
#

yes

#

and?

static viper
#

well click it?!

#

XD

plush yew
#

where is the download?

#

lol

static viper
#

oh you dont get the page?

#

well the link leads to the page with the download.

plush yew
static viper
#

no further down

plush yew
#

which to choose?

#

this?

static viper
#

yee

#

the file is called totaluninstaller

plush yew
#

total?

#

I don't want to uninstall everything of my computer

static viper
#

oof

#

i told you it doesnt do that...

plush yew
#

a okay

static viper
#

look

plush yew
static viper
#

tell me when its done...

plush yew
#

now which?

#

I downloaded the first and extracted it

#

now what to do?

#

@static viper

zealous cloak
#

i would need some help with the robo recall modkit :/ when i test it, there are no laser pointers. Do i have to activate it manually?

radiant fable
#

i'm at a loss of a way to rotate a valuestep 90ยฐ

dire zealot
#

Hey, I am trying to do research for my own realtime liquids in unreal engine. But there is only one page that scratches the surface about NVIDIA cataclysm and basically nothing else

#

Anyone got any pointers on how to tackle such a thing?

scenic chasm
#

@dire zealot Do you have Houdini? Because, with the Indie version and Houdini Engine you can get that into the engine.

dire zealot
#

Baking vertex animations didnt work out without an indie license. But thats not what im after

#

I want to do the simulation in unreal

scenic chasm
#

k... I thought I saw something that was done on a weekly stream... i'll search.

dire zealot
#

thats just a baked animation ๐Ÿ˜ƒ

scenic chasm
#

hehe...

#

maybe I should read the description!

dire zealot
scenic chasm
#

that might be it... just remember something about fluids... sorry couldn't be more help.

dire zealot
#

lol

scenic chasm
#

lol

#

?

tawdry raptor
#

help my unreal is bugging I cant control the 3rd person character anymore even on a new game set up I just see the cursor

#

i think its the project

plush yew
#

With the ability to script drawing to render targets through Blueprints, content creators can now create and prototype advanced rendering techniques that wou...

โ–ถ Play video

https://forums.unrealengine.com/showthread.php?143716 Ryan Brucks returns to the livestream and this time he's got brand new content to show off. Ryan built ...

โ–ถ Play video
plush yew
#

Hello guys, I realize that UDK (UE3) is no longer supported by Epic Games.
Unreal Development Kit is the free edition of Unreal Engine 3. We no longer support UDK, and recommend beginning new projects for free using UE4, which brings you all the latest engine features as well as full source code access.
But what does this mean for us game developers if we would like to use it to develop commercial games?

#

Is it ''FREE'' of use 100%? no royalties, etc.?

sleek solar
#

it still has the license

#

but there is no point using it

#

if you are asking about UE3

plush yew
#

Yes, I'm asking about the latest UDK (UE3) build.

#

From 2015

#

Personally, I didn't have a great experience, on my hardware, with the latest UE4 games. The frame rate has been very unstable and for shooter games, unless I could run those games at 200+ fps, the mouse input just doesn't feel good.

UDK would work prefectly for the kind of project that I would to develop on Windows.

#

I'm just wondering if it was affordable or worth it.

sleek solar
#

you can make games run the same on UE4 in terms of fps

astral rain
#

I wouldn't put in the effort. If something goes wrong, engine side, epic won't help. It's no longer supported, meaning any firmware updates on hardware etc probably won't work and unless you have a massive project, team, marketing etc, the 5% isn't gonna break you.

#

Ue4 editor is heavy, but the deployment is probably more lightweight than udk.

#

Epic uses it too, for their stuff.

sleek solar
#

in a long term, developing on UE4 would be cheaper for you

plush yew
#

Seems that way

#

Doesnt fix how bad my performance are or how crap the mouse input feels.

#

Unless running it on Vulkan can fix that.

astral rain
#

Doubtful.

sleek solar
#

1st you need a development machine

astral rain
#

Yeah.

plush yew
#

All I'm looking for right now is a decent game engine that will give me a decent from reate on a fully meshed map and a decent mouse input for a competitive multiplayer FPS game.

sleek solar
#

2nd you can make very lightweight games with 200 or more fps

#

you just need to know how to optimize assets, levels and other stuff

astral rain
#

Ue4 can do that.

#

The editor is heavy, though.

worn granite
#

If your machine is struggling to run the editor, I've heard unity's editor runs better.

#

that is, if you can't upgrade your hardware

plush yew
#

my problem here is upgrading my hardware won't fix my issues with UE4.

astral rain
#

My project is one I made on gamemaker and am remaking on ue4. It's much more lightweight on ue4, even with all the effects, shaders etc, it's just a bigger package size.

plush yew
#

I sure can ''tolerate'' those issue if I cannot find an alternative.

sleek solar
#

If you are serious about making a game, find a side job, earn money for new hardware

#

that's how a lot of indie developers do

plush yew
#

I'm currently doing the opposite, been a dev for a decade and now making games I want at home while having a different career.

dark violet
#

In my case, I have been working as freelancer 6 months and saved money and i spend another 5 months with that money just to learn unreal each day

astral rain
#

Unity's editor is probably more lightweight than UE, but I think it'll still give you problems if your hardware is weak.

dark violet
#

But when you believe in your dreams and objectives, you can do it

plush yew
#

As much as I enjoy coding in Unity, I dislike everything else about Unity.
I really like UE4. I'm just disappointed that there is no setting I can turn on to favor mouse input over graphics.
So far, all the UE4 games I've tried... the mouse still felt floaty with everything optimized. And I don't know enough about game engine programming to get that Quake 3 or CS Source feel.

#

I wish it was built-in, no idea why it's not

#

LOL

sleek solar
#

there are a lot of mouse settings in the engine by default

#

also code is open

#

so you can change everything

plush yew
#

Yeah, that's definitely a plus. Big time

#

I might find a unicorn that can do it at some point.

astral rain
#

I've not had issues with the mouse, but I'm making a 2d game, so I dunno.

plush yew
#

It's been asked for years, since 2007 and players still complain about how floaty the mouse input feels in Unreal Tech.

#

Well, if you go ask the UT players, they can all tell you the mouse input in UT4 feels off

#

no matter what setting

astral rain
#

Weird. There's a few games made with ue4 and the mouse seems fine to me.

plush yew
#

It's tolerable.

astral rain
#

Have you tried the fps template? If so, what's wrong with the mouse input?

sleek solar
#

templates are bad

#

in all terms

astral rain
#

Well, yeah.

plush yew
#

It's difficult to pin point exactly what the issue is.
All we know is that, because of how UE4 renders graphics, there is a significant amount of mouse input latency.

astral rain
#

But the mouse movement seemed okay, and it's as basic as it gets.

sleek solar
#

they have weird default settings

dark violet
#

I think the problem you say is more complicated, and there was a video about this

#

1sec

plush yew
#

For the average user, they probably won't notice. Ever.
But for FPS players like me, I can barely land a flickshot accurately in UT. It's just totally inconsistent.

dark violet
bitter iris
dark violet
#

I think after they change the engine the pro players have noticed a quite different input lag

#

But may be because of how the game was made

plush yew
#

https://www.epicgames.com/unrealtournament/forums/unreal-tournament-discussion/ut-development-bug-reports-qa/16532-mouse-input-investigation

Quake Live: runs at 150 fps, without a GPU thread or threaded renderer, this puts their input-to-photon time theoretically at 7 ms. Note that this is possibly capped by the refresh rate of the monitor and your computer may run Quake Live even faster than that.

Unreal Tournament: runs at 150 fps with a GPU thread and a threaded renderer, leaving our input-to-photon time at 21 ms to 28 ms.```
However, this is before the latest updates. I know Epic recently updates UE4, for consoles at least, to reduce the baseline input latency. But this isn't my field of expertise.
And UT Pre-Alpha hasn't been updated since 2016.
#

But it was built on UE4 4.13

#

From the ShooterGame Template

astral rain
#

I almost feel like that's an internet thing. I do the forbidden and run my game on the tick system, split into the 4 tick groups, and I grab input prephysics, and I'm not seeing any lag.

plush yew
#

All we need (talking about FPS devs and players) is either a good samaritan or Epic to fix this once and for all.

sleek solar
#

there is nothing to fix

#

if you don't like it, change it

plush yew
#

@astral rain
How can I put this. You can get a really good mouse inut feel in UE4 games if you can maintain like 250+ fps. If you run stat FPS you'll see like 3ms latency.
However, that 300+ fps and 3ms latency is basically how the mouse would feel in Counter-Strike Source at 45-300 fps.
So, unless you have a beast PC, playing FPS games developed with UE4 will always feel ''off''.

dark violet
#

One reason may be because of how big Unreal is, and can't be compared to how fast can be a dedicated engine.

plush yew
#

@sleek solar
A hell lot of people agreed that it's an issue with UE4, but no one knows how to fix it.

dark violet
#

Unreal is made to do everything for everyone

plush yew
#

If you read the link above, the UT devs were investigating what was possibly causing the issue. They thought that with DX12 they could reduce the latency

#

This mouse input latency is a new issue since game engines started to become more graphically demanding.

#

Overwatch has this issue too.

astral rain
#

Makes sense. I don't really play first person shooters, I don't develop 3d, and I always cap frames at 60fps. So, I'm not valuable on the subject lol

plush yew
#

usually, the two options we have are r.OneFrameThreadLag 0 or r.FinishCurrentFrame, but both make the frame rate very unstable.

#

Which obviously isn't great for aiming ๐Ÿ˜ƒ

#

--
Anyway, thx a lot for the input.
Seems like UE4 is the obvious choice despite those issues. All things considered.

#

(I just profoundly hate C++ alex )

astral rain
#

Oh, c++ and source code is what drew me in lol

plush yew
#

I'm an experience designer/artist, but am new to programming. C++ is currently overwhelming.

#

And i don't want to use blueprints.

#

I mean, the less the better.

astral rain
#

If I could get away with just art, I would.

plush yew
#

I tried CryEngine, was like hey it has C# that's amazing .I run the editor, was getting like 110-180 fps steady. I was like hey that's amazing. Then I run the actual build -> 40 fps. WTF... damn...

sleek solar
#

Isn't CryEngine on C++?

#

I remember it was C++

plush yew
#

Yeah, but 5.5 also offers C#

#

I wish UE4 would too. But we'll deal with it

dark violet
plush yew
#

Don't get me wrong, I love blueprints.
But I want to code. I've done nodal scripting for 5 years.

dark violet
#

This was my first tutorial, and this drawings was helpful for me ๐Ÿ˜„

plush yew
#

I just want to code

astral rain
#

But having source code is amazing. I can get rid of things I don't need, add svg rendering to bypass texture limits, use a single 64x64 texture (plus instancing) to mask the vectors. It's been invaluable.

plush yew
#

I'm sure once I get used to C++, I'll love it as much as you do.

#

Not quite there yet lmao

sleek solar
#

svg... code textures directly with hlsl ๐Ÿ˜‰

plush yew
#

Im a baby programmer! ๐Ÿ˜›

astral rain
#

I use a texture for material reference, to mask the svg area for lighting etc

plush yew
#

Anyway, I'm thinking if the community makes more FPS games that demand lower mouse input latency, at some point Epic will just have to fix it.

#

So, to use Unity or else wouldnt really help here.

astral rain
#

Does unity have the same problem?

plush yew
#

All engines do, pretty much.

#

The only one that might not is Source 2 which isn't available

#

And I suspect that Counter-Strike Source didn't have this input lag, because its graphics are prehistoric.

#

As an analogy, with most game engines these days... to set my graphics settings to Max is equivalent to turning ON Vsync.

dark violet
#

lol, that is so true

plush yew
#

The funny thing is, I don't remember that this was an issue before game engines started to use PBR.

#

So at some point in history, graphics reached a treshold.

#

Where mouse input latency slightly increased

#

Like it doubled

#

I embrace graphics like everyone else. That's why I just freaking love Witcher 3.
But when I play Unreal Tournament (Pre-Alpha), it's that damn mouse input latency that makes me stop playing. Shots just don't land where they should.

#

For us devs, it's a big issue

sleek solar
#

Old school shooters aren't making money anymore so no one bothers with that

plush yew
#

Precisely

#

It's obviously not stopping Fortnite to make billions

sleek solar
#

Fortnite is a different game

plush yew
#

Just pointing out that even billions cant fix this lol

#

XD

sleek solar
#

I was talking about games like Quake or UT

weary basalt
#

@plush yew Your issue is highly specific to a small subset genre of games. UE4 is probably not the tool designed for the job, if you have a specific requirement for your game, a custom solution (engine) maybe demanded. UE4 is now a General Purpose engine. You cannot expect it to perform all functions perfectly to your exact requirements, its just not feasible to expect that.

#

Choose the tool that best suites the job.

plush yew
#

Personally, I'd say as game developers, gameplay should be the very first priority.
And considering that Unreal Engine is the top commercial engine out there and that this issue has been reported since 2007, by now it should have been fixed OR devs should have an option. UT 2k4 had ''Check Reduce input Latency'' as an option by example in the game menus.

#

The kind of fix everyone else would benefit from

broken shadow
#

I've never heard of this input delay until now.

Is there any "Scholarly" information on the topic?

Well, as far as that can go for video games as a topic.

weary basalt
#

Your assuming that the "fix" is simple and easy to implement.

#

It maybe a product of the tech and not something simply fixed.